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Help  How to implement/sync ObiRope Photon Fusion?
#1
Pregunta 
Hello,

I have a question regarding multiplayer implementation using Photon Fusion 2. Could you please share some basic guidance or ideas on how to integrate ObiRope into a multiplayer setup?
I've been testing the rope system and noticed that the visuals are quite good. However, it seems like syncing collisions between players might be key. Currently, the rope collides correctly with the client but passes through walls on the host, and vice versa - when the host interacts with the rope, it goes through walls on the client side. And also want to mention that the rope particles are not synced, if there a way to sync - it'll be great! 

Any advice or suggestions would be greatly appreciated! Thanks.

Best regards,
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#2
(27-06-2025, 04:24 PM)quent_1982 Wrote: I have a question regarding multiplayer implementation using Photon Fusion 2. Could you please share some basic guidance or ideas on how to integrate ObiRope into a multiplayer setup?

Hi!

The principles are the same as with any other gameplay element: choose which data you want/need to sync, then send it over the network using your framework of choice.

In Obi's case, the data that usually needs syncing is particle positions/velocities which you can read/write using the particles API.

Note you may apply usual techniques such as dead reckoning (essentially allow clients to continue simulating locally until new data arrives) or data quantization (to reduce the amount of data sent). In this regard Obi is no different from any other physics simulation.

(27-06-2025, 04:24 PM)quent_1982 Wrote: I've been testing the rope system and noticed that the visuals are quite good. However, it seems like syncing collisions between players might be key. Currently, the rope collides correctly with the client but passes through walls on the host, and vice versa - when the host interacts with the rope, it goes through walls on the client side. And also want to mention that the rope particles are not synced

Yes of course: if you don't sync particle data then each client and the server will perform their own local simulation, which may be completely different from what other instances of the game are doing. If you want all instances to "see" the same rope state, you must decide which one is canonical (usually the server's), then send the relevant data to all others.



kind regards
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#3
(30-06-2025, 12:19 PM)josemendez Wrote: Hi!

The principles are the same as with any other gameplay element: choose which data you want/need to sync, then send it over the network using your framework of choice.

In Obi's case, the data that usually needs syncing is particle positions/velocities which you can read/write using the particles API.

Note you may apply usual techniques such as dead reckoning (essentially allow clients to continue simulating locally until new data arrives) or data quantization (to reduce the amount of data sent). In this regard Obi is no different from any other physics simulation.


Yes of course: if you don't sync particle data then each client and the server will perform their own local simulation, which may be completely different from what other instances of the game are doing. If you want all instances to "see" the same rope state, you must decide which one is canonical (usually the server's), then send the relevant data to all others.



kind regards

Hello,

Thank you! If I have any further questions about multiplayer, I’ll be sure to reach out to you later.

Kind regards.
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